I AM BACK.
https://thepropstop.wordpress.com/2010/08/20/the-terminator-a-rare-opportunity-taken-to-acquire-stuff-that-everybody-missed/
Couldn't stay away from this game for long. Dying to try out the command rules and some alternative weapon schemes. Been having lots of thoughts on small rule mods that will make this mechanically solid modern skirmish set perfect for other periods and genres. However, it still took several days longer to get this post up than I thought!
This go around, which is the second post, but the eighth time or so I've played, things are a little different; I'm still following the basic rulebook and following the designers intent. This is one of my rules, that before I mess around with a system I really try and understand how it works. One of the most common errors I see in the wargaming community is people who mess with rules they don't understand, often to fit their notions of what is "real" when they don't know much about that either - and I don't want to do that:
http://www.bostonbikepolo.us/wp-content/uploads/2013/12/Rules_zpsbee3ab8e.jpg
Anyway, the forces are a little more complex than before as I play Scenario 2 "Hold Your Ground" at half size. Humans have eight Resistance Soldiers; one is a CPL with a Command [1] special rule, one has a Rocket Launcher. Endos are the same but there's 5 of them, for almost 2-1 odds in favor of the Resistance. It should be noted that the point lists in the main rules give just over a 2-1 advantage to Resistance Soldiers [w'Plasma Rifles] v. Endos, at 20 to 45 pts respectively.
Should also be noted that the Command [1] ability allows the CPL to remove one additional Done Marker from a friend at the end of the turn - however, this didn't come up as the Humans were usually dead, not "Done" or the CPL was out of Command Control Range [the Walk Template, or 5"]. So, playtests of this bigger game were great fun, BUT:
- Forgot that Targets at Long Range always get a Cover Save - even if not in cover. This represents "micro-terrain", or terrain that is only visible to you when you're in it - especially helpful for infantry. Oddly, I forgot this rule despite the fact that I designed it for myself in my own spin on the Wargaming: An Introduction skirmish rules!
- Missed that Endos have a Resolution dice of d20, not d8 - must read the QRS better!
- Keep forgetting to do Resolution Tests for Resistance Soldiers for some reason! Probably because they are usually dead.
Since I messed up on three key rules, I'm decided to re-do this, focusing especially on the decisions the mechanics present to the player. This contributed to my delay in posting.
Tactics - mutually opposed: stay back with the Endos, close in with the Humans! The game mat provides an Endo retreat limit; we assume Skynet demands the Endos hold the Human patrol at bay to protect a key network node off the table map North.
Game Start. I rolled off then alternated setting up each figure, starting with the Humans. Decisions: keep Resistance together at center - they could then shift left / right to cut off and overwhelm stray Endos. The Endos spread out to keep the Humans under continuous long-range fire. where the chance to hit is .375 to .17, more than double in Endos favor; BUT this is mostly cancelled due to the fact that 50% of all Hits are lost to the Human cover save while Endos are "Mindless" and never receive cover. So the tactic is to walk Endos to unobstructed fire angles at Close Range [11", same as Run Template] where there's not only no Cover Save, but your misses auto-Hit any additional Targets under your template.
Resistance Soldiers had one Plasma Rifle, the Rocket Launcher and a Corporal [CPL] with Command [1] left at the end - they outnumbered the Endos. I put the Plasma Rifle [PR] to the right, but the CPL and Rocket Launcher [RL]...I'm not sure. Choice? hide them for survival's sake or expose them hoping to get the first shot? It's a 50-50, basically.
After getting them whacked quickly the last game, Decision is to try out the second row, behind the first line of guys, using them as meat shields...statistically this works at Long Range but isn't a good idea within Short Range as a miss on a guy in front results in an auto-hit on the guy behind [It does reduce any inclination to bunch up, but it seems a bit to much to give an auto-hit. Still...].
Turn 1. Impulse 1/1. Skynet rolls FATE. Of course.
Impulse 1/2. Resistance rolls a '2', Activates the RL and CPL who uses his Command [1] to Activate an additional Soldier. Decision Choice is to either hold the CPL's Command [1] for later or use it right away. As survival is difficult in this environment, I'm "using it before I lose it". As they can't quite reach the Barrier, and the Endos to left will get a counter-move this turn [and possibly act first next turn], I decide to advance aggressively but out of LoS. Decision is to use them aggressively next turn by moving them into the Dense Terrain and be able to see / shoot out with a Cover Save. This can be countered, but I'm still thinking "closer is better" for Humans.
Impulse 1/3. Skynet is grateful to roll a '1', so moves aggressively from the right out of LoS also. My tactics tend to mirror each other, I'm realizing.
Impulse 1/4. Humans roll FATE. Oh well...better at the beginning of the game.
Impulse 1/5. Skynet continues the advance from the right.
Impulse 1/6. Endos run up on Left and center - hoping to get the jump on the Humans and shoot down their line of figs on the open [at Close Range] next turn. I'm starting to realize that moving first in a firepower game may not be an advantage. Impulse 1/7. Resistance keeps moving up to cover's edge [note they can't enter the Dense Terrain as they've moved too far - only a Walk is permitted if moving into or out of Dense Terrain].
Impulse 1/8. Endos move up the last Endo to left - this was a good Decision by Skynet. Resistance no longer has to dice, they mark remaining 3 figs "Green!" and Activate.
Armed with a "counter-move", I run all three to right - Decision was between running them all LEFT to get overwhelming force on the two Endos there, BUT they were already flanking the cover. On the RIGHT, I'd be fighting two Endo's from cover. So the Decision to aggressively run the left Endos paid off, flanking the five Soldier's Cover, pushing the overwhelming human numbers to right and spreading them out more.
Turn 2. Forgot to pick up the red "done" markers, but...Endos win Tactical Roll-off. I'm now cheerfully looking forward to blasting the Soldiers on the right, or even better, the line of Soldiers including the RL and CPL on the left - either is a good Decision. Unfortunately, as Impulse 1 begins, they roll ANOTHER FATE! But will the Resistance do the same??
Impulse 2/2. No! Resistance rolls a '2'! With the vulnerability of a LINE of 5 Soldiers, including the RL and CPL, the Decision must be to Activate on the left before the Soldiers on the right. As both groups are vulnerable to Skynet Activations, it can only be concluded that I wasn't thinking properly about formations as I moved. Even the Endos are too linear in their grouping. Must keep this in mind!
Impulse 2/2. The end Plasma Rifle and the CPL Activate - the CPL Activates the RL with his Command [1]. The PR gets a Hit but Endo rolls '7' passing Resolution test. The CPL just plain misses, despite having lined up two Endos in the open - some example he's setting.
Below, the RL hits with HE [needs the 5] but doesn't destroy either [needs 8+ on a D10 but rolls 1 & 4]. I jack up the Resolution rolls - they are supposed to be a d20 for Endos, down a level to d12 b/c of the "Heavy Weapon" rule [RL is Power d10]. I forget and roll d8s...
...then change to d20s and both pass [the average with d12s would be that one fails - almost]. Might make a difference as to who wins, but not with this post as a play example!
Impulse 2/3. Endos roll a '1', Activate nearest Endo who advances and gets two Hits on the RL, defeats his armor with first roll, an '8' [needs 4+] - DEAD! Should've been in Cover...Note - if the Endo had missed with one or both shots, it'd have auto-Hit the guys lined up behind the RL, out of cover [dice if more than one]. "Don't bunch up!"
Impulse 2/4. Resistance rolls a '2', Activates two Soldiers on the right, hoping to destroy or at least Reel one Endo. First joker misses, second gets two Hits, no Destroy, AND no Reeling - drat! They'll probably be killed and serves'em right!
Impulse 2/5. Endos Activate one, Close Combat Soldiers in front, get Hit [no Cover save at CC Range] but totally fail the Power roll with a d10! This soldier's too tough! Soldier passes Resolution Test [6+] with a 7 on d8, and why not? Endo just failed to pound him to a pulp!
Impulse 2/6. Resistance Activates one, he moves into Cover and misses both shots.
Impulse 2/7. One Endo Activates, advances, guns down last Soldier in the open.
Impulse 2/8. Last two Endos Activate. One on right misses both shots. One in center moves left and guns for CPL. It Hits twice...
...CPL fails both Cover Saves, and both Power dice kill him - messy death.
Impulse 2/9. Last Soldier on right Activates, and Reels right-most Endo - great, but with no Soldier left to exploit it, it'll lose one Done and its next turn, but not be "HLVB!".
End of Turn 2, Resistance has lost the CPL, RL and a Soldier. Endos have lost nothing, but they do have one Endo who'll lose a turn with three Resistance Soldier's nearby, so...
Turn 3, Impulse 3/1. Resistance wins the TRo - a good start. Soldier on right Activates, closes in and Hasta La Vista, Baby! to the Reeling Endo, BUT this is actually a mistake, as a fig with one Done marker is no longer Reeling - 2+ Done Markers is reeling. Oops.
Would've been smarter to try and Reel the other Endo first - this would allow me to make two attacks with the Plasma Rifle instead of one CC attack.
Impulse 3/1 continues. Other Soldier Activates, gets two Hits, no Destroy and Endo passes both Resolution Tests. They absolutely, positively will not stop until you are DEAD!
Impulse 3/2. Endos get 1. With situation on the left seeming stable, the Decision is to Activate the remaining Endo on the right, looking to reduce its vulnerability by killing / reeling a Soldier that hasn't Activated. Endo shoots, two Hits, one Cover Save, one Power roll defeats Armor...DEAD Soldier. With the other two Activated, no threats remain over here - this Turn, anyway. Outnumbered 2-1 close up, this Endo should pull back, really.
Impulse 3/3. Resistance rolls '1', Decision is to pull right, where there's few Endos and try to knock out a couple more. Ergo, Soldier move out of LoS to the far side of the Dense Terrain, then shoot an Endo. Soldier gets zero hits, needing 4+. *sigh*
Impulse 3/4. Endos roll '2'. They shift both the left Endos right, getting a Hit each. One is saved by Cover, the other isn't but fails to Damage and Resolution Roll was a '7' - passed!
Impulse 3/5. Resistance rolls '1' and the lone Soldier pulls right, takes a snap-shot at the center Endo and gets a Hit. He then rolls an '8' defeating its Armor and terminates it!
End of Turn 3. Three Endos v. four Soldiers - the Resistance needs to get smart! Decision for them is to keep pulling to the right - destroying the center Endo gives them an opportunity to go around the Dense Terrain and pile drive the remaining Endo to right 4-1.
BUT Endos win the TRo and in Impulse 4/1 Activate the right Endo. Decision is to pull it left out of Point Blank Range of the Soldier behind the Barrier, then shoot the Soldier in the Open at Point Blank Range. Taking him out would leave the odds - for the Turn - at 3-1...
...and it does, rolling one Hit and a defeating his Armor with a 6 [only needed a 4+].
Impulse 4/2. Resistance rolls a '2', Activates a Soldier who Hits but fails to Damage and the Endo passes its Resolution Test with an '8'....
In the Center, I lose sight of my goal of taking on the one Endo to right and Activate down, Reeling one Endo [note that if it had been the right Endo, I'd be in a position to HLVB! it].
Impulse 4/2. Endos roll '1', Activate an Endo who gets two Hits, one Cover Saved, put easily defeats the Soldier's Armor with an '8' needing just a 4+. Take that, Human!
Impulse 4/3. Resistance gets a '1', moves Soldier just into Close Combat Range and its Hasta La Vista, Baby! for it! as the Soldier rolls a '6' to Hit and a '17' to Damage [needing 8+ to defeat the hyper-alloy combat chassis of the Endo]. Take that, Skeletor!
Impulse 4/4, the downed Endo that wasn't HLVB! uses the "I'll be Back" rule and rolls a '6' [needing a 5+] to come back as a Crawler. I accordingly crawls at the nearest Soldier.
End of Turn 4. The Humans are 1-1 with the Endos, and spread out. Due to personal time constraints, I start rolling for end of game a turn early, needing a 4+ on a d4. I get it.
Still very close, but I think the Endos have the edge, with 1-1 odds, and the Soldier who HLVB! the Endo to bottom is out in the open, with no cover, so if they don't win the Tactical Roll-off, he's almost certainly dead.
Tactics. It is very important for the Resistance to set themselves up to HLVB! Endos by working in teams to Reel the Endo then close in to destroy it. Spreading out is certainly doom for the humans. This will be a serious problem when the Endos have Area effect weapons, as they will in the future.
SUMMARYI like this game a lot. As it is both well-written and tightly written, it neither forces you to spend time looking up vague rules nor tempts you to figure out how you can manipulate the game mechanics for your advantage. It is a medium complexity game, and it takes several play-thrus to remember each step, OR one can carefully follow along the well-organized QRS...but why would we do that??
This is a TRUE skirmish game in that you are very involved in making "in the moment" decisions for your side, mostly having to do with which figs to Activate and what to do with them. Also, where figures are in the pauses between Impulses matters - I've been using formations that are way too linear, and I need to spread figs out more.
The single most important factor for deciding Activations for me is "which figs have a chance to Reel an enemy fig that hasn't yet had a chance to act?" because pre-empting a figs chance to act can make a difference. This is a bit "gamey" in the sense that it doesn't replicate how we think in small unit actions. In fact, it is MORE likely that an active Soldier will attract enemy fire than one which is laying low, whether busy or suppressed.
The classic challenge of Quantity over Quality is in these forces. Usually the Humans get to move a few pieces last, sort of a "counter-move". However, altho they act last, if they are left vulnerable they've a 50% chance of being caught out as the Endos win the TRo and Activate first [assuming they don't blow their FATE roll].
Meat Shields...use'em for important models, BUT:
- friendly figs block friendly LoS and act as Cover,
- are auto-Hit when firer has multiple Targets in his Template within Close Range.
Should be noted that the Command [1] ability allows the CPL to remove one additional Done Marker from a friend at the end of the turn - however, this didn't come up as the Humans were usually dead, not "Reeling"!
Forgot to roll some Resolutions tests for the Humans, which they'd likely fail. I like the Resolution Test [morale test] since it is easy to remember and one can play with the dice up or down to reflect Soldier quality.
Hope these detailed batreps are of use to both players and those who contemplate purchasing the game, which is now on sale. It has SOOOOO much potential as a solid, generic modern set of rules, that it's really a no-brainer to buy it, discounted or not. In any event, let me know if I've missed or overlooked something, and I'll correct it. Thanks!
****************************************************************************************************
CHANGES? Few if any needed to play the game according to its design purposes. A few that have to do with making it a bit more "realistic" do come to mind, however, and I'll be tracking them here for want of anywhere else. I'm not saying these should be done, just that they're some thoughts as I contemplate modern "reality" more than a movie genre.
- more advantage for not moving and shooting? There is some w an advanced rule.
- reverse could be true - penalty for Moving and Shooting?
- no fast move for Exos - doesn't seem in character for them to move fast. It also usually isn't a help, since moving closer is a disadvantage for them.
- Cover save for Exos when Cover obstructs shot? Can be argued either way, e.g. that they're so oblivious to Cover that a Human can always get a clear shot, OR that sometimes you accidentally find yourself "Covered" despite your stupidity.
- 2 Close Combat attacks for Exos seems more in character for the movies. If their hyper-alloy combat chassis can take most firepower damage, then it should be more dangerous up close than just a bigger dice. OTOH, they have a gun in one hand...
- Tie TRo? Could be my much-loved "Tactical Pause" rule: All pieces lose one Done Marker, no other Actions allowed [except unstoppable things from off-board like Air and Artillery attacks], then the Turn ends.
- Weapons. As is often the case with this type of rule set, there's lots of weapon load-outs available - especially the Resistance in this case. Some of these don't appear to be quite cross-referenced or balanced in the point lists. Not a big deal.
- Remove the auto-hit for penetrating shots on the same template?
- Enhanced Save for figs that are Reeling? But they should also have no LoS?
I will hold off on any changes for now, after all, just getting started after all and trying to remember basic game mechanics!
Meanwhile, thinking of movie genres makes me think of Arnold [even tho the T-1000 was an amazing Terminator, too]. So here's a link about the 25 worst ways for Ah-nold to kill you:
http://www.vulture.com/2015/07/25-worst-ways-killed-arnold-schwarzenegger/slideshow/25/